73 - Glow before you blowby EvilRebelFixes the timing of the sacrifice effect./beast/units/shapeshifter/effects/electrical_beast.effect

85 -Less particles, more fps by t1ck1. Changed the overall count of emitted particles in all(yes ALL) the effect files.
2. Edited some effects that still use up to much FPS manually
3. Added the glow before you blow fix and the footsteps fix
My aim was to improve FPS without degrading it visually, althought that wasnt completely possible (e.g. i removed the dust from spires building completely) i can live with it.Every single .effect file in the game
/world/terrain/terraintypes.str

86- Brighter malphas settings by t1ck
Changed environment settings when a malphas spawns.
The world is still red but more brighter than before,
Also the view distance is higher (damn fog)./scripts/malphas.cfg

88- Blood and gore by t1ck
Added some bloody effects to the npc deaths,
I have the idea from the workers die animation in HvL(thx eaxs!).
But since its a server side script in HvL i had to edit all the npc characters/npcs/boar/character.mdf
/npcs/chiprell/character.mdf
/npcs/darkrogue/character.mdf
/npcs/goldentroll/character.mdf
/npcs/grandar/character.mdf
/npcs/ice/character.mdf
/npcs/monkit/character.mdf

93 - Classic voice commandsby EvilRebelReplaces the 2.0.0 voice commands with the old ones/ui/scripts/vclist.cfg/ui/scripts/voicecommands.cfgAll files in following directories:/beast/sounds/commander//beast/sounds/notifications//beast/sounds/vc//human/sounds/commander//human/sounds/notifications//human/sounds/vc/

Want your modification on the list?To request a number, post a link to your thread and ask for a number that is not currently taken. Make sure that the first post in the thread contains all relevant and up-to-date informations regarding the mod as well as a download link to the mod as an .s2z file.

If possible then include a short description of your mod as well as a list of all edited files.

Combined mods:Two mods cannot edit the same file. This for example means that you can't have 2 different UI mods editing /ui/game.xml. I will use this part of the post to make a list of combined mods. Mods that include 2 or more mods editing the same file. For this we will use the numbers 1000-1999.

if someone can tell my the linux way of creating s2z files i will post my mods too

Pack the edited files into zip archives using the same path and name as the original file in resources0.s2z. Then rename the extention from zip to s2z.

Edit: Just thought of it. Your mods are scripts executed by adding a line in startup.cfg, right? Unfortunately that can't be packed into a resources archive like most other mods. What you need to do is to execute the script through the UI XMLs. I don't know how exactly that is done. Ask someone like eaxs.

Pack the edited files into zip archives using the same path and name as the original file in resources0.s2z. Then rename the extention from zip to s2z.

i tried that, and the files get recognized, e.g. override the default ones.
but the problem is that they dont get parsed, i only get strange errors in the console like "cant read blabla.xml".
maybe some 'special' zip format is required?
the original resources s2z is a "Zip archive data, at least v2.0 to extract"
when i create one (even tried the original zip) a "Zip archive data, at least v1.0 to extract" get created.
i made some ui modifications and tweeked the effect files, i would like to publish those as s2z.
also i think that all the mod compilations like stanz ui should be modularized and published as seperate s2z files (like "only player/com" ui)